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The official Dark Nova 5 Bug report list. When posting, please start the post with the version number of the mod you found it on. If this gets really lengthy, it'll make it easier for me to track current problems.Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"Back to top

[5.00] Reported by Toxic:
-AI will colonize home system, but will not explore or build anything other than colony ship.
-Artillery, Infantry, Mines, Mobile Armor, Aircraft, Battlemech have no components available (forgot to change troop components to work with new troop unit types.)
-tech icons do not show when researching for Mothership, Worldship. Techs still available however.
-Deep Space Fighter Unit Type not allowing any components to be placed. (same issue as troop units above).Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"Back to top

It was pointed out to me that for the larger freighters there is not enough slots in stock shipsets to satisfy 50% cargo bays requirement. Oops. I've already begun work on adding different size of cargo, supply, and ordinance storage components that should help with this. When done, there will be a 1 kt, 10 kt, 20 kt, 50 kt and 100 kt versions of each that will all have storage capacities relevant to each other (ie: no one will be 'better' than another in cost, storage space or size).

Also, I'll be putting in that supply and ordinance will count towards cargo space requirements.Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"Back to top

Thanks.
Larger sizes of freighters have the same problem. 5.04 now has larger sizes of cargo storage, supply storage, ordnance storage and a Fighter Hanger component. It's a larger version of fighter bay.Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"Back to top

Hey Bearclaw, I noticed in 5.03 you have taken out the Population Minister. Why? I love that guy, saved me all that undoming micromanagement crap by spacing anyone that can't breathe that atmosphere.Back to top

1) on a colony ship on turn 1 the colony module stores 50kt worth of cargo (population). If I add 1 cargo container (level 1) which says it holds 200kt worth of cargo I end up with 300kt, not 250kt like it should be.

2) I started a no-intel game with no neutral empires and the Eee Consortium, Norak Continuum and the Bixulog Hive all are building intel facilities.Back to top

Bearclaw, in fact, all the "colony" style ministers appear to be missing. There are none. I'm checking back and forth between balance and yours and theres 7 types of "Colony" ministers missing (all of them).

Yes. looks that way. Though it might be worth asking Kwok if I can put those in. I never use ministers (I like micro-managing) but I can see their value.

The colony ship thing is really weird. The cargo space should only be provided by those 2 components (coolny module and cargo bay) and in 5.03 I didn't touch either of them. I'll see what I can find.Nick (bearclaw)

"You don't know the Power of the Dark Side. I must obey my Master"Back to top

The only ministers I use are the Population one because managing that by yourself is just a hassle and the Colonizer minister. Its just easier to let them say "Go here and colonize this world!" than for me to do the same. I would rather be plotting the demise of my neighbors or designing the better mousetrap.

I would love for Dark Nova to have the Population Minister atleast, Bearclaw. That is such a useful one.Back to top

Point Singularity Cannon doesnt appear to get unlocked when its ment to, i just had a lookie through the data files and cant seem to find a reason why not :sGrand Lord Exelsiar of the Azra-Dun Commonwealth, at your service
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